With this trait, when it says (x2) in the trait line, does that mean they have it twice, or multiply the characteristic bonus by 2? also, is 10 the highest bonus that can be gained, or can things get higher?
Unnatural Characteristics, clarification please
Ruckinfiot said:
With this trait, when it says (x2) in the trait line, does that mean they have it twice, or multiply the characteristic bonus by 2? also, is 10 the highest bonus that can be gained, or can things get higher?
The number in the brackets is the multiplier for the characteristic.
As I understand it, there is no upper limit to the characteristic bonus that a creature can have - in my Unearthed Apocrypha: The Great Devourer, I've used Unnatural Characteristics (x3) and (x4) on the big creatures to give bonuses of 18-24 in some cases. It is, afterall, only appropriate that a Carnifex (a creature that weighs several tonnes and can shoulder-barge tanks out of the way) deals 3d10+26 damage when it hits you with a 2.5m-long razor-sharp chitin talon.
that is a very valid point. and thanks for the response. Now i can explain to my group why the guy should scare them even more, and they will cry. i love it.
I still don't understand why someone would think you can't have stats over a hundred.
Aside from a wish to need even more obtuse traits to clutter up stat blocks. Seriously guys have you seen how much text there are for NPCs? Would it really hurt to try to compress it all down to a simple list of attacks, defences and hit points? It'd probably take a good five minutes to convert a stat block in to the actual numbers needed for combat.
Dez has a point.
I understand there are those people out there who know every rule, trait, and skill off by heart, but I ain't one of those people. And quite frankly I wouldn't want to be. I have a life outside Roleplay, am studying Computer Programming, learning a new job, and have a real crappy memory to boot, so the more I try to cram into my brain the more other stuff I push out ![]()
Yet I still have to trawl through page after page in Dark Heresy to translate exactly what... say..... an Orgyn, or Brother Agamorr, or what have you, is capable of in a fight. I end up writing it down something like:
Melee: WS 57, Dam 2d10+5, Pen 2, Prim. Tearing. Parry 47, Dodge 32. or 2 attacks at WS 47 and 27
All Out attack: WS 77, No Parry.
Ranged: BS 42, etc.... blah blah.
Aim: BS 62 (half) / 72 (Full), +1d10 Dam per 2 DoS for Accurate
Defence: Wnds 18, AV 2/5/6/2, Roll Twice for Blood Loss, Reduce Crits by half.
etc.
Thats how I prepare most of my encounters, especially involving the big boss type guys. It's just so much easier during combat to glance at 1 line giving me all the info I need than to check the creatures Attacks on hit profile, THEN have to check what Traits he has, then have to flip through the rule book makking notes on the ones I'm not familiar with.
Still, what's good for one may not be good for another, but I'd still like to see combat summary options for creatures. Would save me a lot of work...
I remember when I first got DH thinking "OMG they have D20 feats in the game" as some of the talents just feel that way.
It certainly is a weakness of the system, using all these "word terms" for game play. But it isnt a game ending flaw. So you have to take notes, so what? The trait/talent system is used as a way to enable people to create beasts, characters and encounters based on descriptive terms that challenge the player/gm to not just be a one trick pony.
Or give players the chance to make one trick ponies if they so desired.
Basically what Im saying is I had the same initial problem, but got use to it and over it. And I hope you can as well.
Well, developing an improved format for presenting NPCs might help reduce GM workload, which is no bad thing really. Especially the ones with laundry lists of feats.